annotate libmlk-core/core/game.c @ 300:3638b39ef2bf

examples: fix with new game_push function
author David Demelier <markand@malikania.fr>
date Sun, 11 Apr 2021 17:43:57 +0200
parents 648f5f949afb
children f10fd1293a7e
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1 /*
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2 * game.c -- main game object
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3 *
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4 * Copyright (c) 2020 David Demelier <markand@malikania.fr>
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5 *
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6 * Permission to use, copy, modify, and/or distribute this software for any
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7 * purpose with or without fee is hereby granted, provided that the above
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8 * copyright notice and this permission notice appear in all copies.
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9 *
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10 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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11 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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12 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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13 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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14 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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15 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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16 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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17 */
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18
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19 #include <assert.h>
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20 #include <stddef.h>
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21 #include <string.h>
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22
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23 #include "clock.h"
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24 #include "event.h"
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25 #include "game.h"
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26 #include "state.h"
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27 #include "painter.h"
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28 #include "util.h"
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29 #include "window.h"
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30
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31 struct game game = {
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32 .state = &game.states[0],
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33 };
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34
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35 void
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36 game_push(struct state *state)
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37 {
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38 assert(state);
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39 assert(game.state != &game.states[GAME_STATE_MAX]);
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40
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41 if (*game.state) {
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42 state_suspend(*game.state);
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43 state_start(*(++game.state) = state);
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44 } else
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45 state_start((*game.state) = state);
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46 }
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47
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48 void
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49 game_pop(void)
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50 {
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51 if (!*game.state)
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52 return;
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53
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54 state_end(*game.state);
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55 state_finish(*game.state);
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56
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57 if (game.state != &game.states[0])
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58 state_resume(*--game.state);
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59 }
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60
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61 void
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62 game_handle(const union event *ev)
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63 {
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64 assert(ev);
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65
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66 if (*game.state && !(game.inhibit & INHIBIT_STATE_INPUT))
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67 state_handle(*game.state, ev);
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68 }
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69
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70 void
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71 game_update(unsigned int ticks)
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72 {
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73 if (*game.state && !(game.inhibit & INHIBIT_STATE_UPDATE))
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74 state_update(*game.state, ticks);
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75 }
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76
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77 void
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78 game_draw(void)
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79 {
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80 if (*game.state && !(game.inhibit & INHIBIT_STATE_DRAW))
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81 state_draw(*game.state);
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82 }
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83
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84 void
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85 game_loop(void)
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86 {
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87 struct clock clock = {0};
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88 unsigned int elapsed = 0;
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89 unsigned int frametime;
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90
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91 if (window.framerate > 0)
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92 frametime = 1000 / window.framerate;
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93 else
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94 /* Assuming 50.0 FPS. */
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95 frametime = 1000.0 / 50.0;
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96
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97 while (*game.state) {
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98 clock_start(&clock);
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99
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100 for (union event ev; event_poll(&ev); )
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101 game_handle(&ev);
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102
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103 game_update(elapsed);
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104 game_draw();
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105
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106 /*
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107 * If vsync is enabled, it should have wait, otherwise sleep
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108 * a little to save CPU cycles.
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109 */
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110 if ((elapsed = clock_elapsed(&clock)) < frametime)
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111 util_delay(frametime - elapsed);
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112
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113 elapsed = clock_elapsed(&clock);
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114 }
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115 }
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116
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117 void
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118 game_quit(void)
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119 {
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120 for (size_t i = 0; i < UTIL_SIZE(game.states); ++i)
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121 if (game.states[i])
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122 state_finish(game.states[i]);
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123
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124 *game.state = NULL;
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125 }